Commit graph

20 commits

Author SHA1 Message Date
Sascha Willems
a734964b21
Android build tool update (#1160)
* Update to latest Android build tools

ALooper_pollAll is deprecated

* Update to latest Android build tools

ALooper_pollAll is deprecated

* Update to latest Android build tools

Update manifests

* Update to latest Android build tools

ALooper_pollAll is deprecated

* Update build instructions for Android
2024-10-11 14:31:04 +02:00
Sascha Willems
d93c4b2e4b Updated documentation for C++ standard requirement
Still had 11, though CMake has been using 14 for quite some time now
2024-05-25 12:18:24 +02:00
Wei Liao
a3a75219b6
fix typo in BUILD.md (#1129) 2024-05-23 19:39:57 +02:00
SRSaunders
ba927eab6c
Add updated iOS App support to the Vulkan examples (#1119)
* Fix clang Objective-C++ flags for macOS command line builds

* Fix getAssetPath() and getShaderBasePath() for macOS command line builds

* Protect debugUtilsMessageCallback() from failing when pMessageIdName is NULL

* Fix a few clang function override and mismatched type warnings

* Fix validation layer warnings on exit for computeraytracing example

* Fix regression in text visibility toggle for textOverlay example

* Support VK_USE_PLATFORM_METAL_EXT vs. deprecated VK_USE_PLATFORM_MACOS_MVK / DVK_USE_PLATFORM_IOS_MVK

* Check dynamic state features before enabling capabilities in dynamicstate example

* Fix vkCmdDraw() vertexCount argument (PARTICLE_COUNT) in particlesystem example

* Update examples list and restore benchmarking script (to top level)

* Fix validation warning in descriptorindexing example

* Fix device max recursion depth validation warnings in ray tracing examples

* Fix OpenMP build settings for texture3d example on all platforms

* Update and simplify build instructions for macOS

* Update CI script with correct library path for libomp on macOS x86_64

* Update CI scipt to install libomp prior to macOS builds

* Trying one more time to get the CI script working for macOS libomp

* Fix vertexCount argument using calculated size in particlesystem example

* Fix combined image descriptor offset calculation in descriptorbuffer example

* Add iOS App support for Vulkan examples on simulator and physical devices

* Add continuous integration (CI) script for iOS

* Update CI script to build iOS using Xcode 14 via macos-12 runner-image

* Update iOS project docs for Xcode 14 and rename ios folder to apple

* Update macOS docs and CI script to use LIBOMP_PREFIX for OpenMP library path

* Delete benchmark-all-validate.py

Delete benchmark script as per feedback from Sascha Willems

* Update debugprintf example documentation in examples.h
2024-05-22 21:07:27 +02:00
SRSaunders
bdfd4709ff
macOS/iOS fixes plus other generic fixes for clang and validation warnings (#1117)
* Fix clang Objective-C++ flags for macOS command line builds

* Fix getAssetPath() and getShaderBasePath() for macOS command line builds

* Protect debugUtilsMessageCallback() from failing when pMessageIdName is NULL

* Fix a few clang function override and mismatched type warnings

* Fix validation layer warnings on exit for computeraytracing example

* Fix regression in text visibility toggle for textOverlay example

* Support VK_USE_PLATFORM_METAL_EXT vs. deprecated VK_USE_PLATFORM_MACOS_MVK / DVK_USE_PLATFORM_IOS_MVK

* Check dynamic state features before enabling capabilities in dynamicstate example

* Fix vkCmdDraw() vertexCount argument (PARTICLE_COUNT) in particlesystem example

* Update examples list and restore benchmarking script (to top level)

* Fix validation warning in descriptorindexing example

* Fix device max recursion depth validation warnings in ray tracing examples

* Fix OpenMP build settings for texture3d example on all platforms

* Update and simplify build instructions for macOS

* Update CI script with correct library path for libomp on macOS x86_64

* Update CI scipt to install libomp prior to macOS builds

* Trying one more time to get the CI script working for macOS libomp

* Fix vertexCount argument using calculated size in particlesystem example

* Fix combined image descriptor offset calculation in descriptorbuffer example

* macOS: Support non-system level Vulkan SDK installs, with fallback to MoltenVK library
2024-05-04 13:53:08 +02:00
Sascha Willems
6f863c2fd9 Update build instructions
Fixes #1109
2024-03-04 22:09:21 +01:00
Sascha Willems
b77417e7c8 Added new CMake option to use relative paths for shaders and assets (USE_RELATIVE_ASSET_PATH)
See BUILD.md for details
Refs #1090
2023-11-28 19:33:14 +01:00
Gadgeteer
0a4587fa6f Remove Xcode Directory and add glm libraries 2023-07-18 09:16:28 +01:00
Gadgeteer
1a25a70019 Correct asset directory from ../../data to ../../assets 2023-07-16 17:57:22 +01:00
Gadgeteer
b1d2777ad0 First Version of MacOS test 2023-07-15 10:44:22 +01:00
robotchaoX
d7e42983a9 Modify BUILD.md for building on Android 2023-06-09 13:22:48 +08:00
robotchaoX
16da9abfd6 Update BUILD.md for building on Android 2023-05-29 16:48:27 +08:00
Sascha Willems
af57abddff Update build instructions
Refs #952
2022-06-04 22:57:28 +02:00
Andreas Streichardt
b4cf84a06e 📝 use gradlew 2020-11-26 07:38:06 +01:00
Nicolas Caramelli
c13a715ead
Add DirectFB WSI support (#761) 2020-09-13 10:12:33 +02:00
daemyung jang
ad6e36023f
Run on MacOS (#762)
* Run on MacOS

* Update BUILD.md
2020-09-11 20:19:28 +02:00
Sascha Willems
feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00
Sascha Willems
ee354a2fbe Updated Android build instructions 2019-09-06 20:42:05 +02:00
saschawillems
ab6fc5e842 Android build instructions 2018-05-10 20:04:30 +02:00
saschawillems
6a8a44a75d Reworked readme, added all examples not listed yet 2018-03-28 15:09:29 +02:00